Darkness Dwells 2 - Studio 3

A big part of studio 3 has been and is the marketing. Which is understandable, as marketing is so incredibly important to get your product out into the world. The long-term assessment for the marketing side of studio 3 is that we gather all previously created games, pick some that are suitable for marketing, and then carry out marketing processes for that game along with adding/removing features that makes it more/less marketable.

The team I am a part of (team name yet to be determined), consists of me, Paul Frame, Nicholas Duxbury, and the game's owner himself, Scott "Penguin" Anastasi. As I mentioned, Penguin is the owner of the game Darkness Dwells, and we are setting out to make the sequel, Darkness Dwells 2.

A little information about the game before we dive into the marketing side of things. Darkness Dwells was a first person game where you play as a child, laying in a bed trying to sleep while monsters and horrible beings apparate all around you. If you wait long enough, you will hear your parents comforting voice through the walls talk to each other and you'll finally be able to rest, free from monsters.

What we noticed in horror games, is that jumpscares always sells. Especially in the streaming/youtuber market, as it gives both the game and the youtuber views. Youtubers gained a lot of views (and money) from sitting and screaming at jumpscares coming at them (that may or may not be scary). We wanted to try and reach that goal of having a very youtuber friendly game. So what we mainly are looking to changing/adding to the game is the following:

  • Walking
  • Monsters with purpose
  • Blanket Mechanic

 

Walking

What previously wasn't possible in Darkness Dwells was walking. We wanted the player to have more input on where they go and what to do, so we added a purpose. You wake up in the middle of the night, and have to try and find your parents room before the monsters catch you. Because the game is set within a house, there will be short play sessions, which are optimal for youtubers and streamers as they can play a quick game or a couple of games per streaming session.

Monsters With Purpose

A lot of horror games (nearly all of them) have at least one distinguishable threat that is recognizable for that game. Examples are the Five Nights at Freddy's (FNAF) animatronics or the good old classic Slender man. We want the player to know what Is chasing them, so that the face of the monster can be tied to the game, in order to spread. For example you might see a monster you recognize, but you're not sure where it is from so you look it up. That's how they find Darkness Dwells 2.

slendy.jpg

What we mean with purpose as well is that they all have a purpose for haunting the character. However it can be debatable why. Slender man for example kidnaps children while the FNAF characters seek revenge for their unfair deaths (also debatable). A lot of the characters have stories that you read between the lines to figure out, and that appeals to us, and to youtubers as well. It also allows a type of audience participation that is very intriguing.

The character we chose for Darkness Dwells 2 is Longtooth. We have some early concept arts of the character, and so far no backstory has been written. But I figured that the image itself can haunt you until a purpose is fully made.

Cutie.jpg

Blanket Mechanic

A lot of horror games have at least one mechanic that let's them avoid the threat haunting them. Sometimes at the cost of something else. This would for example be the golden mask in the FNAF franchise. We added a blanket mechanic to Darkness Dwells 2. This means that the player walks around constantly wrapped in a blanket that they can hide in for a certain amount of time. We are also discussing ways of making this a curse, much like the blinking mechanic of SCP containment breach or the weeping angels from doctor who.

We strongly believe that all the above mentioned mechanics will allow for a strong game that can be played within 10 minutes and give the player a good scare. The game will be suitable to youtubers mainly for the short game time and plentiful of varied jumpscares that the player can try and avoid. Only time will tell what gets added and removed.

Thanks for reading this first blog post on my new website, I appreciate it!

Until next time, take care.